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  1. POOptimum Update frequency for a client server based multiplayer game
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    1. COFirst of all your basic concept is flawed. Send the COMMANDS to the server, NOT the positions. Otherwise you'll end up with more cheaters than you can think of. Secondly, the update rate depends on the type of your game in case of my http://github.com/BonsaiDen/NodeGame-Shooter thing, 50-300ms is enough. The bigger the timespan between your updates the more interpolation you'll have to do.
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    2. COIvo, u r right, there is a lot of scope for cheating clients if i send the positions, but i figured, that since i m using UDP to send these update packets, if "position" updates are lost in transit then the damage to the game wouldn't be as severe as if the 'commans' updates are lost, in which case ill also have to keep synchronizing regularly with each client their correct positions ... Are u also suggesting that the update frequency should not be a function of the network performance (for example if the network is heavily loaded / relatively free) ?
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    3. COI you base the frequency on player ping it'd be easy for some one to slow down the whole game just by increasing his ping. Have you done some testing? Is UDP a fundamental requirement? What about non position stuff? Like firing, casting, clicking UI. Do you want to use UDP for that too? You'll end up with a lot of client side logic and tons of crazy server side validation code this way.
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